/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ extern crate cc; extern crate glsl_to_cxx; extern crate webrender_build; use std::collections::HashSet; use std::fmt::Write; use webrender_build::shader::{ShaderFeatureFlags, get_shader_features}; // Shader key is in "name feature,feature" format. // File name needs to be formatted as "name_feature_feature". fn shader_file(shader_key: &str) -> String { shader_key.replace(' ', "_").replace(',', "_") } fn write_load_shader(shader_keys: &[String]) { let mut load_shader = String::new(); for s in shader_keys { let _ = write!(load_shader, "#include \"{}.h\"\n", shader_file(s)); } load_shader.push_str("ProgramLoader load_shader(const char* name) {\n"); for s in shader_keys { let _ = write!(load_shader, " if (!strcmp(name, \"{}\")) {{ return {}_program::loader; }}\n", s, shader_file(s)); } load_shader.push_str(" return nullptr;\n}\n"); std::fs::write(std::env::var("OUT_DIR").unwrap() + "/load_shader.h", load_shader).unwrap(); } fn process_imports(shader_dir: &str, shader: &str, included: &mut HashSet, output: &mut String) { if !included.insert(shader.into()) { return; } println!("cargo:rerun-if-changed={}/{}.glsl", shader_dir, shader); let source = std::fs::read_to_string(format!("{}/{}.glsl", shader_dir, shader)).unwrap(); for line in source.lines() { if line.starts_with("#include ") { let imports = line["#include ".len() ..].split(','); for import in imports { process_imports(shader_dir, import, included, output); } } else if line.starts_with("#version ") || line.starts_with("#extension ") { // ignore } else { output.push_str(line); output.push('\n'); } } } fn translate_shader(shader_key: &str, shader_dir: &str) { let mut imported = String::from("#define SWGL 1\n#define __VERSION__ 150\n"); let _ = write!(imported, "#define WR_MAX_VERTEX_TEXTURE_WIDTH {}U\n", webrender_build::MAX_VERTEX_TEXTURE_WIDTH); let (basename, features) = shader_key.split_at(shader_key.find(' ').unwrap_or(shader_key.len())); if !features.is_empty() { for feature in features.trim().split(',') { let _ = write!(imported, "#define WR_FEATURE_{}\n", feature); } } process_imports(shader_dir, basename, &mut HashSet::new(), &mut imported); let shader = shader_file(shader_key); let out_dir = std::env::var("OUT_DIR").unwrap(); let imp_name = format!("{}/{}.c", out_dir, shader); std::fs::write(&imp_name, imported).unwrap(); let mut build = cc::Build::new(); build.no_default_flags(true); if let Ok(tool) = build.try_get_compiler() { if tool.is_like_msvc() { build.flag("/EP"); if tool.path().to_str().map_or(false, |p| p.contains("clang")) { build.flag("/clang:-undef"); } else { build.flag("/u"); } } else { build.flag("-xc").flag("-P").flag("-undef"); } } build.file(&imp_name); let vs = build.clone() .define("WR_VERTEX_SHADER", Some("1")) .expand(); let fs = build.clone() .define("WR_FRAGMENT_SHADER", Some("1")) .expand(); let vs_name = format!("{}/{}.vert", out_dir, shader); let fs_name = format!("{}/{}.frag", out_dir, shader); std::fs::write(&vs_name, vs).unwrap(); std::fs::write(&fs_name, fs).unwrap(); let args = vec![ "glsl_to_cxx".to_string(), vs_name, fs_name, ]; let result = glsl_to_cxx::translate(&mut args.into_iter()); std::fs::write(format!("{}/{}.h", out_dir, shader), result).unwrap(); } fn main() { let shader_dir = "res"; let shader_flags = ShaderFeatureFlags::GL | ShaderFeatureFlags::DUAL_SOURCE_BLENDING | ShaderFeatureFlags::ADVANCED_BLEND_EQUATION | ShaderFeatureFlags::DEBUG; let mut shaders: Vec = Vec::new(); for (name, features) in get_shader_features(shader_flags) { shaders.extend(features.iter().map(|f| { if f.is_empty() { name.to_owned() } else { format!("{} {}", name, f) } })); } shaders.sort(); // We need to ensure that the C preprocessor does not pull compiler flags from // the host or target environment. Set up a SWGLPP target with empty flags to // work around this. if let Ok(target) = std::env::var("TARGET") { if let Ok(cc) = std::env::var(format!("CC_{}", target)) .or(std::env::var(format!("CC_{}", target.replace("-", "_")))) { std::env::set_var("CC_SWGLPP", cc); } } std::env::set_var("CFLAGS_SWGLPP", ""); for shader in &shaders { translate_shader(shader, &shader_dir); } write_load_shader(&shaders); println!("cargo:rerun-if-changed=src/blend.h"); println!("cargo:rerun-if-changed=src/composite.h"); println!("cargo:rerun-if-changed=src/gl_defs.h"); println!("cargo:rerun-if-changed=src/glsl.h"); println!("cargo:rerun-if-changed=src/program.h"); println!("cargo:rerun-if-changed=src/rasterize.h"); println!("cargo:rerun-if-changed=src/swgl_ext.h"); println!("cargo:rerun-if-changed=src/texture.h"); println!("cargo:rerun-if-changed=src/vector_type.h"); println!("cargo:rerun-if-changed=src/gl.cc"); let mut build = cc::Build::new(); build.cpp(true); if let Ok(tool) = build.try_get_compiler() { if tool.is_like_msvc() { build.flag("/std:c++17") .flag("/EHs-") .flag("/GR-") .flag("/UMOZILLA_CONFIG_H"); } else { build.flag("-std=c++17") .flag("-fno-exceptions") .flag("-fno-rtti") .flag("-fno-math-errno") .flag("-UMOZILLA_CONFIG_H"); } // SWGL relies heavily on inlining for performance so override -Oz with -O2 if tool.args().contains(&"-Oz".into()) { build.flag("-O2"); } // Most GLSL compilers assume something like fast-math so we turn it on. // However, reciprocal division makes it so 1/1 = 0.999994 which can produce a lot of fuzz // in reftests and the use of reciprocal instructions usually involves a refinement step // which bloats our already bloated code. Further, our shader code is sufficiently parallel // that we're more likely to be throughput bound vs latency bound. Having fewer // instructions makes things easier on the processor and in places where it matters we can // probably explicitly use reciprocal instructions and avoid the refinement step. // Also, allow checks for non-finite values which fast-math may disable. if tool.is_like_msvc() { build.flag("/fp:fast") .flag("-Xclang") .flag("-mrecip=none") .flag("/clang:-fno-finite-math-only"); } else if tool.is_like_clang() { // gcc only supports -mrecip=none on some targets so to keep // things simple we don't use -ffast-math with gcc at all build.flag("-ffast-math") .flag("-mrecip=none") .flag("-fno-finite-math-only"); } } build.file("src/gl.cc") .define("_GLIBCXX_USE_CXX11_ABI", Some("0")) .include(shader_dir) .include("src") .include(std::env::var("OUT_DIR").unwrap()) .compile("gl_cc"); }